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Topics - ∫tan x dx

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NeoLemmix Main / Music - Trolls (CD32)
« on: February 25, 2022, 09:46:34 PM »
Hi all!

Here's a selection of music that you might find useful for lemmings!

These tracks come from an old game for the amiga (specifically the CD32 version), named Trolls!
Trolls was a bright and colourful 2D platformer based around those old troll dolls that were popular in the nineties. The gameplay saw the titular troll jumping around the level rescuing cute little baby trolls.
This was another childhood favourite of mine, though I never actually managed to complete the game... :P

There's more info about the game here:

The music tracks themselves are also bright and cheerful, and I think they might lend themselves nicely to lemmings.

Here's a youtube playlist I found for you to preview the tunes. I also have these tracks available as mp3s if anybody happens to be interested.

Enjoy! :thumbsup:

Suppose a terrain piece or object is selected in the editor. Pressing a certain combination of keys (possibly Ctrl+F?) would change the currently selected style to the one that originally specified that item. This would not change the theming of the level.

If multiple items are selected, and more than one style is represented in that selection, then the action simply does nothing.

This will help users who are creating levels using mixed styles, particularly if those styles are not adjacent in the ordering. This would also help users to locate tilesets that they might want to work with in the future.

As the title suggests, the number of buttons in a given level should be displayed. If a level does not feature any buttons, then this information is simply omitted.

I propose three places where this information would be located:
  • Level select screen - In addition to lemming counts, skill counts and other requirements, an icon for buttons would also be present with the appropriate number next to it.
  • Level preview screen - Similar to above, the extra button requirement would also be displayed.
  • Ingame info bar - The small part of the UI dedicated to lemming counts and the timer could also be used to display a button count. I propose it would act as a kind of fraction that updates when a button is pressed, i.e. "0/3", "1/3", etc.

Closed / [SUG] New talisman item - Level object
« on: April 08, 2021, 07:26:13 PM »
Consider a special talisman item that can be placed within a level. If a lemming collects this item, similarly to collecting a pickup or activating a button, then this satisfies a talisman criteria.
The criteria itself may be defined as "Collect [N] talismans".

The object itself would have no impact on gameplay, other than encouraging players to go out of their way to find a solution which sees the item being collected.

This opens up possibilities for level creators to encourage "thinking outside of the box" when it comes to interesting (but totally optional) solutions.

From a certain viewpoint, this is already technically possible. Consider one or more cloner powerups placed at certain points around a level. If the normal save requirement is, for instance, "Save 50/50", then a talisman may require "Save 53/50". However, such a solution may cause unintended backroutes due to the power of the cloner skill. Further, if a level already has all its skill slots used up, then this is infeasible.

As mentioned in the title, this is an idea for a talisman criteron.

When the level ends, either by all regular lemming exiting or otherwise dying, a check is made to see if any zombies remain alive. If all are dead, the talisman is awarded.

Since the nuke option also kills all zombies, the nuke would presumably disable the win criteria. Unless it is possible to determine that all zombies have been killed before the nuke is used?

A thought came to me one day while I was creating a level using the orig_fire tileset. Specifically, I had placed a vertical line of the flamethrower hazards, and while playtesting I thought "Wouldn't it look cool if those flamethrowers were staggered, instead of all firing at once?"

What I am suggesting is an ability to offset the initial frame of constantly animating objects, such as fire hazards, water hazards, traps with animated idle states, and exit animations.
This should have absolutely no impact in gameplay (i.e. clear physics); it would merely be a cosmetic change.

My idea will of course require changes to the level save format, requiring an extra (optional?) piece of information to specify the frame offset.
But I imagine that it should be easily backwards compatible: if an item does not specify this extra piece of info, then it is treated as having no offset - the item plays from frame 0 as usual.

I would love to hear feedback/ideas/criticisms. :)

NeoLemmix Levels / All Hallows Eve (2019)
« on: October 06, 2019, 02:34:45 PM »
Greetings to all you Spooks and Specters!

To accompany the release of Halloween Lemmings, my brother and I have created a level pack using the style.

You can get the style here:

There are two ranks: Child's play and Hellraiser, each with nine levels.
Difficulty ranges from slightly tricksy, to pure evil! :devil:
Some of the levels have talismans. See if you can solve them all!

A set of solutions is also attached.

This pack comes with its own menu screen. Also included is a set of alternate menu graphics, which my brother has created for you to use in your own creations. The files can be found within the level pack folder.
In addition, this level pack comes with its own special music tracks. See the style post for details.

Feedback, criticisms and comments are appreciated as always.

We look forward to seeing the inevitable backroutes to these levels. ;)


NeoLemmix Styles / Halloween Lemmings
« on: October 06, 2019, 02:34:23 PM »
Greetings to all you Ghosts and Ghoulies!

T'is the season for thrills and chills! To honour this month of terror, my brother and I have collaborated on yet another style set for NeoLemmix.

I am please to present Halloween Lemmings: quite possibly the spookiest style yet! :evil:

Haunted houses, ghostly apparitions, spooky skeletons, and of course - pumpkins galore!
This style comes with its own music and sound effects. See installation details below for more info.

Get the style here:

To accompany this style we have created a level pack, which can be found here:

Installation details:
Spoiler (click to show/hide)

Music/sound credits:
Spoiler (click to show/hide)

Feedback, criticisms and comments are appreciated as always.

Let's see what ghastly levels you can think of!


EDIT - Updated this style to be compatible with the new pickups!

Closed / [BUG][EDITOR] Teleporters are unlinked by undo
« on: September 30, 2019, 05:42:59 PM »
Teleporters lose their linked status upon using undo.

This occurs on all teleporter types.

Neolemmix editor V1.14

NeoLemmix Main / Bill's tomato game ost for NeoLemmix
« on: September 20, 2019, 03:15:25 PM »
Hi all!

First, some background. Like many of you, I grew up on the Commodore Amiga, and one game in particular (except for lemmings, of course) always stuck in my mind: Bill's Tomato Game.

This peculiarly named game was developed and published by Psygnosis, and released in 1992 for the Amiga and Atari ST. The gameplay revolved around transporting a tomato around a level using platforms and fans placed by the player. It is vaguely reminiscent of lemmings, I suppose?

No doubt some of you are familiar with this game. But for those who aren't, here's a link to a longplay:

Anyway, this game had some pretty decent music. Music that I believe would fit into lemmings with reasonable ease.

So, I've uploaded a bunch of .ogg files of each of the ingame background musics, for your perusal.

Get the tracks here:

The tracks are full of midi goodness, although some tracks may be a little harsh on the ears.

It should be noted that, for some reason, the left/right music channels of each track are completely separate. That is, the left speaker and the right speaker actually play completely different parts of the track. This is completely intentional; the music was created like this. It still sounds good though, with left and right harmonizing nicely.

Each of the tracks are grouped into themes, with two tracks for each theme:

Death - Spooky and chilling. I'm thinking zombies? ;)
Dino - Quite generic really, and probably very versatile. They vaguely remind me of the Oh No Lemmings swamp style.
Egypt - Because one can never have too many Egyptian style musics! Extremely funky as well.
Future - Upbeat and energetic. They fit their themes well, evoking a sense of weird techno stuff.
Jungle - Skulking through caves and forests, anyone?
Machine - Mechanical clankings and dangerous contraptions.
Orient - Heavily inspired by 'oriental' music. These tracks are a bit more niche, but may still suit some levels?
Psych - Somewhat generic and 'odd'. The second track is more energetic while the first is just kind of weird. Still good, though.
Toyland - Light hearted and a bit silly. These might work well with a Lemmings 2 circus level.
Water - Dripping water and whirring turbines. Need I say more?

Let me know what you think! :thumbsup:

NeoLemmix Levels / Renaissance Lemmings
« on: May 23, 2019, 09:52:11 PM »
Hey everybody!

A collaboration between my brother and I, we are proud to present Renaissance Lemmings.

This pack of ten levels was made to exhibit the new style of the same name.
In order to play these, you'll have to install the style as well.
You can get the style here:

Both of us have created five levels each.

tan x dx:
Jack be nimble, Jack be quick
Meet me on the balcony
The Crypt
As above, So below
Ten Green Bottles

Hickory Dickory Dock
Bombing Run
Uneasy Alliance

Also attached are the solutions for each level.
Let us know what you think!

Enjoy! :thumbsup:

Update 1:
Spoiler (click to show/hide)

Update 2:
Spoiler (click to show/hide)

Update 3:
Spoiler (click to show/hide)

NeoLemmix Styles / Renaissance Lemmings
« on: May 23, 2019, 09:50:00 PM »
Hey everybody!

Following on from Chalkboard lemmings, my brother has created another style: Renaissance Lemmings.

A trip through the workshop of a renaissance inventor, the lemmings must traverse through a variety of clockwork traps and crumbling bookshelves.

To coincide with the release of this style, my brother and I have created an accompanying level pack.
You can get the level pack here:

Under the spoiler are some previews of the levels in the pack.
Full album here

Comments and feedback are much appreciated as always!

Enjoy! :thumbsup:

Spoiler (click to show/hide)

Update 1:
  • Fixed the hitbox of the water to extend 1 pixel below the graphic.
  • Added In/Out signs to the teleporter entrance/recievers

Update 2:
  • Updated the pickup sprites to include shimmiers.

Update 3:
  • Updated the pickups to be compatible with the new formats. Don't forget to get the updated versions of each level!

NeoLemmix Styles / Chalkboard Lemmings
« on: May 12, 2019, 02:22:06 PM »
Hi everybody!

I am excited to announce a new level style pack: Chalkboard Lemmings!

This style sees lemmings re-imagined as colourful doodles on a blackboard.
With silly drawings and an entire alphabet of terrain and symbols, this style is versatile and may even find use in conjunction with other styles!
The style comes with two backgrounds and pale, wispy sprites for the lemmings themselves.

Chalkboard Lemmings was created by my brother, and I am uploading it here with his permission.

Also attached is a small pack of three levels made with the style:

Back to the drawing board

Let's play hang lem!

Doodling in math class

Feedback and comments are much appreciated!

Enjoy! :thumbsup:

Edit: Updated the style to fix missing shimmier sprites.

NeoLemmix Levels / Integral Lemmings
« on: September 19, 2018, 09:32:46 PM »
Hi all. I'm a long time fan of the lemmings series and I'd like to present you with my first level pack!

Integral Lemmings

This is a pack for the latest version of NeoLemmix (V12.03.01). It consists of two ranks, each with ten levels.
The rank Epsilon levels use the classic skillset whereas the Delta levels use some of the new features and skills that NeoLemmix provides.
The two ranks are of roughly equal difficulty, and the levels in each pack get progressively harder.

Download Integral Lemmings V5 here!

Changelog for version 2:
Spoiler (click to show/hide)

Changelog for version 3:
Spoiler (click to show/hide)

Changelog for version 4:
Spoiler (click to show/hide)

Changelog for version 5:
Spoiler (click to show/hide)

Feedback, suggestions, comments and criticisms are appreciated!


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